1 |
Briggs, R. O., and Nunamaker, J. F., "Team theory of group productivity and its application to development and testing of group support systems", CMI Working Paper Series WPS-96-1, University of Arizona, 1996.
|
2 |
Makela, A., and Fulton, S. J., "Supporting Users' Creativity: Design to Induce Pleasurable Experiences", Proceedings of the International Conference on Affective Human Factors Design, pp.387-394, 2001.
|
3 |
Teo, T. S. H., Lim, V. K. G., and Lai, R. Y. C., "Intrinsic and extrinsic motivation in internet usage", Omega, Vol. 27, No. 1, pp.25-37, 1999.
DOI
ScienceOn
|
4 |
Koufaris, M., "Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior", Information Systems Research, Vol. 13, No. 2, pp.205-223, 2002.
DOI
ScienceOn
|
5 |
Klimmt, C., Hartmann, T., and Frey, A., "Effectance and Control as Determinants of Video Game Enjoyment", CyberPsychology & Behavior, Vol. 10, No. 6, pp.845-848, 2007.
DOI
ScienceOn
|
6 |
Oliver, R. L., "A Cognitive Model of the Antecedents and Consequence of Satisfaction Decision", Journal of Marketing Research, Vol. 8, pp.460-469, 1980.
|
7 |
Fornell, C. G., "A national customer satisfaction barometer: The Swedish experience", Journal of Marketing, Vol. 56, No. 1, pp.6-21. 1992.
DOI
ScienceOn
|
8 |
이모영, "예술심리학 : 비판적 고찰과 전망", 한국심리학회지: 일반, 23권, 2호, pp.65-86, 2004.
|
9 |
Feist, G. J., "The influence of personality on artistic and scientific creativity", In Handbook of creativity, R. J. Sternberg (Ed.), NY: Cambridge University Press, 1999.
|
10 |
Ivcevic, Z., Creativity or creativities: A study of domain generality and specificity, University of New Hampshire, NH, 2005.
|
11 |
Charyton, C., and Snelbecker, G. E., "General, Artistic and Scientific Creativity Attributes of Engineering and Music Students", Creativity Research Journal, Vol. 19, No. 2-3, pp.213-225, 2007.
DOI
ScienceOn
|
12 |
Lee, S. Y., Kwon, J. H., "Impulsivity, Social Problem-Solving Abilities and Communication Style of Adolescent Internet Game Addicts", The Korean Journal of Clinical Psychology, 20권, pp.67-80, 2001.
|
13 |
Sutton-Smith, B., Toys as Culture, Gardner Press, 1986.
|
14 |
Choi, D., Kim, H., and Kim, J., "Toward the construction of fun computer games: Differences in the views of developers and players", Personal Technologies, Vol. 3, pp.92-104, 1999.
DOI
ScienceOn
|
15 |
Yi, M. Y., and Hwang, Y., "Prediction the Use of Web-based Information Systems: Self-Efficacy, Enjoyment, Learning Goal Orientation, and the Technology Acceptance Model", International Journal of Human-Computer Studies, Vol. 59, No. 4, pp.431-449, 2003.
DOI
ScienceOn
|
16 |
Feist, G. J., "A Meta-Analysis of Personality in Scientific and Artistic Creativity", Personality and Social Psychology Review, Vol. 2, No. 4, pp.290-309, 1998.
DOI
ScienceOn
|
17 |
Lubart, T., and Guignard, J. H., "The generality-specificity of creativity: A multivariate approach", In Sternberg, Grigorenko & Singer(Eds.), Creativity: From potential to realization (pp.43-56), Washington, DC: American Psychological Association, 2004.
|
18 |
Guilford, J. P., Way Beyond the IQ, Creative Education Foundation, 1977.
|
19 |
Sternberg, R. J., "The Nature of Creativity", Creativity Research Journal, Vol. 18, No. 1, pp.87-98, 2006.
DOI
ScienceOn
|
20 |
Hutton, E., and Sundar, S. S., Can Video Games Enhance Creativity? An Experimental Investigation of Emotion Generated by Dance Dance Revolution, Media Effects Research Laboratory, Penn State University, 2008.
|
21 |
Hamlen, K. R., Relationships between video game play and creativity among elementary school students, State University Of New York at Buffalo, 2008.
|
22 |
문화체육관광부, 한국콘텐츠진흥원, 2010 대한민국 게임백서, 2010.
|
23 |
최지선, 김형진, "게임산업 선도기업의 혁신역량 분석과 시사점: 엔씨소프트를 사례로", 한국게임학회 논문지, 10권, 5호, pp.51-63, 2010.
|
24 |
김재영, 성정환, "게임-확장공간에서의 '게임적 신인류'의 형성: 체감형 게임을 중심으로", 한국게임학회 논문지, 10권, 5호, pp.3-13, 2010.
|
25 |
Guilford, J. P., Creativity, intelligence, and their educational implications, San Diego, CA: Robert Knapp, 1968.
|
26 |
Sharma, N., and Patterson, P. G., "Switching Costs, Alternative Attractiveness and Experience as Moderators of Relationships Commitment in Professional, Consumer Services", International Journal of Service Industry Management, Vol. 11, No. 5, pp.470-490, 2000.
DOI
ScienceOn
|
27 |
최지연, "롤플레잉게임(RPG)상의 세계 경험", 인도철학, 24권, pp.27-50, 2008.
|
28 |
김영우, 예술적 및 과학적 창의성 측정도구의 타당화 연구, 석사학위논문, 대구대학교, 2009.
|
29 |
유철우, 최영찬, "인터넷 쇼핑몰에서 충성도와 동일시, 지각된 즐거움, 신뢰, 상호작용의 구조적 관계에 관한 연구", e-비즈니스 연구, 10권, 3호, pp.3-24, 2009.
|
30 |
이지훈, 김현수, "에듀테인먼트 콘텐츠 재이용 요인에 관한 연구 - 교육용 게임을 중심으로", 한국게임학회 논문지, 10권, 2호, pp.99-112, 2010.
|
31 |
Hall, D. J., ""The role of creativity within best practice manufacturing", Technovation, Vol. 16, No. 3, pp.115-121, 1996.
DOI
ScienceOn
|
32 |
Alder, H., The Right Brain Manager, Piatkus, London, 1993.
|